turrets any one?

Recently got a python... put 2 medium beam turrets and 2 large burst laser turrets on my python.. most small and medium ships die pretty fast and low to mid pythons and clippers drop in good time with some help from my plasma. I have to swap down to medium only at points for cool down.

I find the medium beams are better at tracking small targets than the large but its balanced out due to the extra damage when I do get a lock.

I was tempted buy cannon turrets... I tryed a single medium cannon and it wasnt all that great but when I get the money I will test it more, this is on a trading build so ammo isnt a concern.

does any one else find that large turrets are drunker than medium?

what are peoples thoughts on projectile turret types?

do you think turrets are good enough below 1k in comparison to gimbals?

I havent goten into any big trouble yet to test things out good and proper and im still lokong for an A thruster module.
 
I use 2 large burst laser turrets plus 2 large gimbled multicannons and a guided missile battery. Does ok for me.
 
ED ships aren't really good for turrets, besides the Conda. If we could get a miniature-Anaconda, I'd stock that with so many turrets. I love turrets, but they need to be able to cover all points except directly behind the ship.
 
Got Python with a Beam turret on the underside and Pulse turrets topside. Works wonders, as Beam tracks behind ship also, it burns down everything eventually and pulses track topside.
You can then concentrate on manoeuvring. I dont use the class 2 for much though. This setup will burn most things down, while you will not overheat and guns will have juice always.

Cheers Cmdr's
 
I use turrets on both Python and Anaconda right now. It is lovely for handling Eagles and such small creatures that I can't out turn. You can see my detailed setups in the sig, but on Python I run 3*C3 Gimbaled pulse lasers and 2*C2 Turreted beam lasers. I play only PvE with this setup of course.
 
The Python is a bit top-heavy for turrets. There's only one hardpoint on the lower hull, and four on the upper hull. The Python is big but still easily maneuvrable enough to use gimballed or even fixed weaponry.

As Hagglebeard suggested, the Anaconda has hardpoints spaced out around the hull and is a better turret platform.
 
On my conda I put small beam turrets on each hard point. Mainly for 'teh lulz' and cos it's mainly a trade ship. It uses frick all power and they track awesome so it kind of makes up for the lower power. K it doesn't make up for it at all, but it still kills small ships in a few seconds and all these beams all over the place looks sweet.

The one on the huge hardpoint is just a tiny dot in the middle lol.
 
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I find having all one side turrets is fine as I can just spin round to keep the top facing them, and this gives me the under side for extra options. As all turrets might leave me a bit too vunerable to chaff?

I tryed c2 multi turrets and they do ok but they shoot so slow I think burst or pule lasers do just the same but do shields aswell.
 
I use two large D3 beam turrets on top of my Python.
They are a godsend against fast agile smaller ships, but also effective against larger ships.
As far as I am concerned these turrets are the perfect remedy for the low maneuverability of my ship.
They are life savers.

I have 2 gimbaled multicanons in the size two slots and a large 3B plasma accelerator under the chin.

Works for me.
 
ED ships aren't really good for turrets, besides the Conda. If we could get a miniature-Anaconda, I'd stock that with so many turrets. I love turrets, but they need to be able to cover all points except directly behind the ship.

Directly behind the ship seems like one of the most vital points to cover?

Its like lining th hole ships with big lasers and death rays except for a small exhaust vent just large enough for a smallish ship to fit through... Oh wait...
 
I got 2x Large Pulse turrets on the top side of the Python, with a chin mounted Large Beam (fixed) and two Medium Multicannons (gimballed).

It's an awesome setup that let's me engage and any angle while being very energy efficient, so I can keep pips in SYS if trading fire.

Would recommend.
 
Personally hasn't had much luck with laser turrets on Shuruga;either had to hightail out of RES because they hit the Security Police, or strafing enough enemies in a CZ to draw their unwanted attention all at once. Prefer gimballed.
 
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Personally hasn't had much luck with laser turrets on Shuruga;either had to hightail out of RES because they hit the Security Police, or strafing enough enemies in a CZ to draw their unwanted attention all at once. Prefer gimballed.

Turrets will not hit friendlies unless you switch to a friendly target in the midst of firing.
In fact it is much easier to make a human trigger error than having your turrets fire at a friendly target.
They are very safe to use these days. FD did some good improvements on them.
 
Turrets will not hit friendlies unless you switch to a friendly target in the midst of firing.
In fact it is much easier to make a human trigger error than having your turrets fire at a friendly target.
They are very safe to use these days. FD did some good improvements on them.

Easy to put to the test, except I'm 23kylies from the bubble, no wait, 22kylies, no wait 21kylies...., oh I'm sorry, its just that StarGazer is so darn fast ;)
 
I stuck a turret cannon on the bottom of my Imp Courier for a laugh and it is quicker at getting shots off than I was, so I kept it... The cannon is almost as big as the ship, :D
 
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slightly off topic, but I've just got into an anaconda (finally :D), which I'm using for trading. I've loaded it up with turreted pulse lasers to deal with interdictions, but last night I took it into an USS out of curiosity. An NPC sidewinder kept saying very comically how he was going to roast me up (or something like that), but couldn't seem to land a hit on me. I wasn't even moving, and it's not like it's a small target...

Anyway, the point being is that he was Wanted, he was clearly trying to be hostile, but he still wasn't showing as red. My turrets were set to fire at will, and I understand that you usually have to fire once to start them off. However, I only have turrets, and even with the little pest targeted, none of the turrets were firing no matter how many times I pulled the trigger.

Do you have to have one non-turreted weapon to land a shot on them to get them to turn hostile before the turrets will fire? Or is there something else obvious that I'm missing??
 

Mark Allen

Programmer- Elite: Dangerous
Turrets will not hit friendlies unless you switch to a friendly target in the midst of firing.
In fact it is much easier to make a human trigger error than having your turrets fire at a friendly target.
They are very safe to use these days. FD did some good improvements on them.

Glad you liked it :)

Just to clarify here, Turrets being used in Target Only can still cause crimes, but are generally pretty good about not hitting the wrong target (they will stop firing if blocked, and there's friendly fire thresholds to cover *most* accidents though it can still go wrong). Turrets in Fire At Will can no longer cause crimes in any circumstance as the shots are not under your control, but will also not fire at any target except those that are legal or which you've already committed an assault against manually - I can't remember when those changes went public exactly but it was either 1.3 or one of its subsequent point releases.

Just before anyone tries to break it, no switching your turret mode while a bullet is in flight doesn't let you sidestep the rules!


... Kinetic weapon turrets on the other hand are useless.

I'm curious, what is your reasoning for this (not challenging - just gauging if it's something worth tweaking, I've seen several opinions).
 
I had two large pulse turrets until I encountered a really annoying bug. If I hit the fire group button as the turret is deploying, only one of the turrets shoots. Occasionally, they also decided to shoot on their own if they were shooting at a previous target as I was retracting them and then deploying them soon after. Switched to Gimbal. :(


Edit: I accidentally deleted the highlight <_< Anyway here's my weapon setup to reproduce.

Two medium gimballed multicannons (group 2)
Two large pulse turrets (group 2)
One large beam gimbal (group 1)
 
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slightly off topic, but I've just got into an anaconda (finally :D), which I'm using for trading. I've loaded it up with turreted pulse lasers to deal with interdictions, but last night I took it into an USS out of curiosity. An NPC sidewinder kept saying very comically how he was going to roast me up (or something like that), but couldn't seem to land a hit on me. I wasn't even moving, and it's not like it's a small target...

Anyway, the point being is that he was Wanted, he was clearly trying to be hostile, but he still wasn't showing as red. My turrets were set to fire at will, and I understand that you usually have to fire once to start them off. However, I only have turrets, and even with the little pest targeted, none of the turrets were firing no matter how many times I pulled the trigger.

Do you have to have one non-turreted weapon to land a shot on them to get them to turn hostile before the turrets will fire? Or is there something else obvious that I'm missing??

Get an additional gimballed or fixed to trigger the turret, or change the Turret Weapon Mode in the Functions tab.
 
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